Medium Undead, Lawful Neutral
Armor Class 26
Hit Points 182 (28d6 + 84)
Speed 30 ft.
STR
29 (+9)
DEX
18 (+4)
CON
16 (+3)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws DEX +12, CON +11, WIS +18
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 20
Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Giant, Sylvan
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Special Equipment. Byron wears the Robes of the Archmagi giving him a base AC of 15+DEX, Advantage on saving throws against spells, and +2 to his spell save DC and spell attack roles.
Byron has equipped a Belt of Cloud Giant Strength
Byron wields a +3 shield
Byron is attuned to The Staff of the Immortal Wizard Emperor giving him access to the following spells: arcane lock, banishment, conjure elemental, dispel magic, detect magic, enlarge/reduce, fireball (7th-level version), flaming sphere, ice storm, invisibility, knock, light, lightning bolt (7th-level version),  mage hand, passwall, polymorph,  protection from evil and good, telekinesis, wall of fire, or web.
It also gives him +2 to attack roles and damage rolls, +2 to AC, +2 to spell attack rolls and spell save DC. 

Adamantine Plated Bones. Byron is immune to critical damage. 

Arcane Recovery (1/Day). When he finishes a short rest Byron recovers all of his spell slots of 5th level and lower.

Legendary Resistance (3/Day). If Byron fails a saving throw, he can choose to succeed instead.

Rejuvenation. If he has a phylactery, when Byron dies he regains a new body 1d10 days later. The new body appears within 5 ft of his phylactery. 

Spellcasting. Byron Steelbeard is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). Byron has following Wizard spells prepared:
Cantrips (at will): Chill Touch, Fire Bolt, Mage Hand, Mending, Mind Sliver, Prestidigitation 
1st level (4 slots): Charm Person, Hideous Laughter, Magic Missile, Shield
2nd level (3 slots): Alter Self, Cloud of Daggers, Darkness, Tasha's Mind Whip
3rd level (3 slots): Animate Dead, Counterspell, Haste, Summon Undead
4th level (3 slots): Banishment, Fabricate, Greater Invisibility
5th level (3 slots): Cloudkill, Danse Macabre, Wall of Force
6th level (2 slots): Create Undead, Disintegrate, Soul Cage
7th level (2 slots): Finger of Death, Teleport
8th level (1 slot): Dominate Monster, Feeblemind
9th level (1 slot): Shapechange, Wish

Undead Thralls. Whenever Byron creates an undead using a necromancy spell, it has additional benefits:
 - The creature's hit point maximum is increased by 20
 - The creature adds +8 to its damage rolls.

Actions

Multiattack. Byron makes 2 attacks with a weapon and or Paralyzing Touch. 

Melee Attack. Melee Weapon Attack: +19 to hit, reach 5 ft., 1 target. Hit: 16 (1d8 + 11) bludgeoning damage + 22 (4d10) fire damage. 

Paralyzing Touch. Melee Spell Attack: +18 to hit, reach 5 ft., 1 target. Hit: 10 (3d6) cold damage. The target must succeed on a DC 26 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Command Undead. An undead that Byron can see within 60 feet must make a Charisma saving throw (DC 26). If it succeeds, he can't use this feature on it again. If it fails, it becomes friendly to him and obeys his commands until he uses this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

 

Reactions

Spell Absorption. Byron can use his reaction when another creature casts a spell that targets only him. If he does, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff fails to absorb the spell.

Legendary Actions

Byron can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Byron regains spent legendary actions at the start of his turn.

Staff of the Immortal Wizard Emperor (1). Byron may cast a spell from the list of spells provided by his staff.

Melee attack (1). Byron may make one melee attack with either his staff or Paralyzing Touch to a creature within reach. 

Command (2). Byron may command one of his subjects that can hear him, allowing it to  immediately take an action. 

Disrupt Life (3). Each non-undead creature within 20 feet of Byron must make a DC 26 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Description

Byron Steelbeard, Immortal Emperor of the mighty kingdom of Gondterra, founder of both Academia Magika and Academia Automata the foremost schools of magic and artificing, Wizard Supreme, first of his name. 

Byron's appearance is that of a dwarf in his middle age with piercing green eyes and jet black hair. He is bedecked in the finery of royalty and always brings with him his custom made staff. 

The subjects of his kingdom see Byron as man, a very powerful and unageing man, but man none the less. They are in awe of him for he has been a very good and just ruler for his subjects and an impossible tyrant for his enemies'. In reality Byron is close to 30,000 years old and long ago crafted his phylactery to become a lich. Over the millennia he has improved his undead state, amassed power, collected resources and developed his kingdom. 

Byron has improved his undead state to such a point that he can eat, digest, and even sleep. His bones are plated with adamantine making them very resilient. He has armies and powerful creatures at his beck and call. His palace is loaded with glyphs to ward off all invaders. His phylactery is in an extradimensional space that is only accessable from a separate extradimensional space that acts as an airlock, both loaded to the brim with deadly spells encoded in glyphs. Also if his phylactery would ever be targeted by an attack or spell a wish spell will trigger teleporting the phylactery to an offsite. 

Feel free to adjust anything you want to fit your own campaign but this is my thought process of what would happen if a player got their necromancer wizard to level 20 and then had unlimited time and resources on their hands. They would have the best magical items, their phylactery would be seemingly impossible to get to and destroy, and their lair (throne room) would be loaded for bear with all sorts of glyphs and powerful guards. They would have also used all 3 tome stat boosters every century until they were capped at 30 as described in the item descriptions. 

Lair and Lair Actions

The throne room of Byron Steelbeard has 60 foot ceilings supported by 12 15 foot diameter columns. There is gallery seating on the left and right side of the hall and a pair of marble thrones on a stage that sits 10 feet above the floor with stairs leading up to it. There are large double doors at the front of the hall and a smaller door behind the throne. 

Lair Actions

On initiative count 10 (losing initiative ties), Byron takes a lair action to cause one of the following effects; Byron can’t use the same effect two rounds in a row:

  • Activate a glyph that does one of the following: Cloud kill in the 1st, 2nd or 3rd portion of the room, 5th level lightning bolt down the length of the throne room centered on one of the end tiles not containing a column, 5th level wall of fire between any two columns.
  • Call the guards! Summon 2 Blackguards at one of the entrances to the throne room. They take their initiative after the lair action.
  • Summon aid. Activate a teleportation glyph that brings in one of the following to aid the Emperor, roll for their initiative.  Royal bodyguard Clay, Blackguard Capitan Johnny Cakes, Empress Regina Steelbeard, Simulacrum 1, Simulacrum 2, or Simulacrum 4.   

 

Previous Versions

Name Date Modified Views Adds Version Actions
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Bearrito42

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